/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2012, assimp team

All rights reserved.

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  derived from this software without specific prior
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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*/

/** @file  RawLoader.cpp
 *  @brief Implementation of the RAW importer class 
 */

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER

// internal headers
#include "RawLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"

using namespace Assimp;

static const aiImporterDesc desc = {
	"Raw Importer",
	"",
	"",
	"",
	aiImporterFlags_SupportTextFlavour,
	0,
	0,
	0,
	0,
	"raw"
};

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
RAWImporter::RAWImporter()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well 
RAWImporter::~RAWImporter()
{}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. 
bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
	return SimpleExtensionCheck(pFile,"raw");
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc* RAWImporter::GetInfo () const
{
	return &desc;
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void RAWImporter::InternReadFile( const std::string& pFile, 
	aiScene* pScene, IOSystem* pIOHandler)
{
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));

	// Check whether we can read from the file
	if( file.get() == NULL) {
		throw DeadlyImportError( "Failed to open RAW file " + pFile + ".");
	}

	// allocate storage and copy the contents of the file to a memory buffer
	// (terminate it with zero)
	std::vector<char> mBuffer2;
	TextFileToBuffer(file.get(),mBuffer2);
	const char* buffer = &mBuffer2[0];

	// list of groups loaded from the file
	std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
	std::vector< GroupInformation >::iterator curGroup = outGroups.begin();

	// now read all lines
	char line[4096];
	while (GetNextLine(buffer,line))
	{
		// if the line starts with a non-numeric identifier, it marks
		// the beginning of a new group
		const char* sz = line;SkipSpaces(&sz);
		if (IsLineEnd(*sz))continue;
		if (!IsNumeric(*sz))
		{
			const char* sz2 = sz;
			while (!IsSpaceOrNewLine(*sz2))++sz2;
			const unsigned int length = (unsigned int)(sz2-sz);

			// find an existing group with this name
			for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
				it != end;++it)
			{
				if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
				{
					curGroup = it;sz2 = NULL;
					break;
				}
			}
			if (sz2)
			{
				outGroups.push_back(GroupInformation(std::string(sz,length)));
				curGroup = outGroups.end()-1;
			}
		}
		else
		{
			// there can be maximally 12 floats plus an extra texture file name
			float data[12];
			unsigned int num;
			for (num = 0; num < 12;++num)
			{
				if(!SkipSpaces(&sz) || !IsNumeric(*sz))break;
				sz = fast_atoreal_move<float>(sz,data[num]);
			}
			if (num != 12 && num != 9)
			{
				DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
				continue;
			}

			MeshInformation* output = NULL;

			const char* sz2 = sz;
			unsigned int length;
			if (!IsLineEnd(*sz))
			{
				while (!IsSpaceOrNewLine(*sz2))++sz2;
				length = (unsigned int)(sz2-sz);
			}
			else if (9 == num)
			{
				sz = "%default%";
				length = 9;
			}
			else 
			{
				sz = "";
				length = 0;
			}

			// search in the list of meshes whether we have one with this texture
			for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
				end = (*curGroup).meshes.end(); it != end; ++it)
			{
				if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
				{
					output = &(*it);
					break;
				}
			}
			// if we don't have the mesh, create it
			if (!output)
			{
				(*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
				output = &((*curGroup).meshes.back());
			}
			if (12 == num)
			{
				aiColor4D v(data[0],data[1],data[2],1.0f);
				output->colors.push_back(v);
				output->colors.push_back(v);
				output->colors.push_back(v);

				output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
				output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
				output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
			}
			else
			{
				output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
				output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
				output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
			}
		}
	}

	pScene->mRootNode = new aiNode();
	pScene->mRootNode->mName.Set("<RawRoot>");

	// count the number of valid groups
	// (meshes can't be empty)
	for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
		it != end;++it)
	{
		if (!(*it).meshes.empty())
		{
			++pScene->mRootNode->mNumChildren; 
			pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
		}
	}

	if (!pScene->mNumMeshes)
	{
		throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
	}

	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
	aiNode** cc;
	if (1 == pScene->mRootNode->mNumChildren)
	{
		cc = &pScene->mRootNode;
		pScene->mRootNode->mNumChildren = 0;
	}
	else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];

	pScene->mNumMaterials = pScene->mNumMeshes;
	aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];

	unsigned int meshIdx = 0;
	for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
		it != end;++it)
	{
		if ((*it).meshes.empty())continue;
		
		aiNode* node;
		if (pScene->mRootNode->mNumChildren)
		{
			node = *cc = new aiNode();
			node->mParent = pScene->mRootNode;
		}
		else node = *cc;++cc;
		node->mName.Set((*it).name);

		// add all meshes
		node->mNumMeshes = (unsigned int)(*it).meshes.size();
		unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
		for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
			end2 = (*it).meshes.end(); it2 != end2; ++it2)
		{
			ai_assert(!(*it2).vertices.empty());

			// allocate the mesh
			*pi++ = meshIdx;
			aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
			mesh->mMaterialIndex = meshIdx++;

			mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;

			// allocate storage for the vertex components and copy them
			mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
			mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
			::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);

			if ((*it2).colors.size())
			{
				ai_assert((*it2).colors.size() == mesh->mNumVertices);

				mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
				::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
			}

			// generate triangles
			ai_assert(0 == mesh->mNumVertices % 3);
			aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
			aiFace* const fcEnd = fc + mesh->mNumFaces;
			unsigned int n = 0;
			while (fc != fcEnd)
			{
				aiFace& f = *fc++;
				f.mIndices = new unsigned int[f.mNumIndices = 3];
				for (unsigned int m = 0; m < 3;++m)
					f.mIndices[m] = n++;
			}

			// generate a material for the mesh
			aiMaterial* mat = new aiMaterial();

			aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
			if ("%default%" == (*it2).name) // a gray default material
			{
				clr.r = clr.g = clr.b = 0.6f;
			}
			else if ((*it2).name.length() > 0) // a texture
			{
				aiString s;
				s.Set((*it2).name);
				mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
			}
			mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
			*mats++ = mat;
		}
	}
}

#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER
